I’m trying to debug a compute shader. I’d like to step through the shader and inspect the value of groupshared memory:
groupshared float a[LENGTH];
But the value is always <unavailable>
.
Is there anyway to get around this?
I try to copy to a local
float aa[8];
for (uint z = 0; z < LENGTH; z++) aa[z] = a[z];
but they you have to used it somehow or it will disappear from autos and be <not live>
in watches. What’s a good way to keep the variable alive for debugging?